SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Global illumination using photon maps
Proceedings of the eurographics workshop on Rendering techniques '96
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Monte Carlo evaluation of non-linear scattering equations for subsurface reflection
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Flexible New Technique for Camera Calibration
IEEE Transactions on Pattern Analysis and Machine Intelligence
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Realistic image synthesis using photon mapping
Realistic image synthesis using photon mapping
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
Path integration for light transport in volumes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
DISCO: acquisition of translucent objects
ACM SIGGRAPH 2004 Papers
Light diffusion in multi-layered translucent materials
ACM SIGGRAPH 2005 Papers
Modeling and rendering of quasi-homogeneous materials
ACM SIGGRAPH 2005 Papers
A compact factored representation of heterogeneous subsurface scattering
ACM SIGGRAPH 2006 Papers
Acquiring scattering properties of participating media by dilution
ACM SIGGRAPH 2006 Papers
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Practical rendering of multiple scattering effects in participating media
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A hybrid monte carlo method for accurate and efficient subsurface scattering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Rendering translucent materials using photon diffusion
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Physical reproduction of materials with specified subsurface scattering
ACM SIGGRAPH 2010 papers
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
Technical Section: Simulating the appearance of sandy landscapes
Computers and Graphics
ACM SIGGRAPH ASIA 2010 Sketches
A quantized-diffusion model for rendering translucent materials
ACM SIGGRAPH 2011 papers
Computer-aided appearance design based on BRDF measurements
Computer-Aided Design
Measuring and modeling of multi-layered subsurface scattering for human skin
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
Accurate Translucent Material Rendering under Spherical Gaussian Lights
Computer Graphics Forum
Perceptual importance of lighting phenomena in rendering of animated water
ACM Transactions on Applied Perception (TAP)
Fabricating translucent materials using continuous pigment mixtures
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
An empirical study on the effects of translucency on photometric stereo
The Visual Computer: International Journal of Computer Graphics
Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a new model of the homogeneous BSSRDF based on large-scale simulations. Our model captures the appearance of materials that are not accurately represented using existing single scattering models or multiple isotropic scattering models (e.g. the diffusion approximation). We use an analytic function to model the 2D hemispherical distribution of exitant light at a point on the surface, and a table of parameter values of this function computed at uniformly sampled locations over the remaining dimensions of the BSSRDF domain. This analytic function is expressed in elliptic coordinates and has six parameters which vary smoothly with surface position, incident angle, and the underlying optical properties of the material (albedo, mean free path length, phase function and the relative index of refraction). Our model agrees well with measured data, and is compact, requiring only 250MB to represent the full spatial- and angular-distribution of light across a wide spectrum of materials. In practice, rendering a single material requires only about 100KB to represent the BSSRDF.